glOrtho describes a transformation that produces a parallel projection. The current matrix (see glMatrixMode) is multiplied by this matrix and the result replaces the current matrix, as if glMultMatrix were called with the following matrix as its argument:
OpenGL documentation (my bold)
The numbers define the locations of the clipping planes (left, right, bottom, top, near and far).
The "normal" projection is a perspective projection that provides the illusion of depth. Wikipedia defines a parallel projection as:
Parallel projections have lines of projection that are parallel both in reality and in the projection plane.
Parallel projection corresponds to a perspective projection with a hypothetical viewpoint—e.g., one where the camera lies an infinite distance away from the object and has an infinite focal length, or "zoom".